What are the biggest time wasters for learning programming? [closed] - time-management

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Closed 10 years ago.
I've had several false starts in the past with teaching myself how to program. I've worked through several books (mostly C and Python), and end up just learning the syntax without feeling as though I could sit down and actually write a program for myself. When I try to look through the source trees of a project on Codeplex or Sourceforge, I never seem to know where to start reading the code -- the dependencies seem to go in all directions.
I feel as though I'm not learning programming the way it's done "on the street," so I figured I'd take a different approach to asking how a newbie should learn how to code. If you had to learn programming all over again, what are the things you wouldn't do? What did you spend time doing that you now know wasted you weeks or months?

Where I see beginners wasting weeks or months is typing at the keyboard. The computer is very responsive and will cheerfully chew up hours of your time in the edit-compile-run cycle. If you are learning you will save many hours if
You plan out your design on paper before you approach a computer. It doesn't matter what design method you pick or if you have never heard of a design method. Just write down a plan while your brain is fully engaged and not distracted by the computer.
When code will not compile or will not produce the right answer, if you can't fix it in five minutes, walk away from the computer. Go think about what's happening. Print out your code and scribble on it until you believe it's right.
These are just devices for helping to implement the simple but difficult old advice to think before you code.
When I was learning, I solved countless problems on the 15-minute walk from the computing center to my home. Sadly, with modern PCs we don't get that 15 minutes :-) If you can learn to take it anyway, you will become a better programmer, faster.

I certainly wouldn't start by looking at "real" software projects. Like you say, it's too hard to know where to start. That's largely because large projects are more about their large-scale design than about the individual algorithms or about program flow; for one thing, you're probably looking at a complex GUI application with multi-threading, etc. There isn't really anywhere to "start" looking at the code.
The best way to learn programming is to have a problem you want (need) to solve, and then going about solving it. But most importantly, WRITE CODE. When you read programming books, do ALL the exercises. Make sure you did them right. There's no substitute for writing code. No substitute for screwing up and then fixing it.

Stack Over F.. wait no, heh.
The biggest time-sinks for me are generally in respect to "finding the best answer." I often find that I will run into a problem that I know how to solve but feel that there is a better solution and go on the hunt for it. It is only hours/days later that I come to my senses and realize that I have 7 instances of Firefox, each containing at least 5 tabs sprawled out across 46" of monitor space that I realize that I've been caught in the black hole that is the pursuit of endless knowledge.
My advice to you, and myself for that matter, is to become comfortable with notion of refractoring. Essentially what this means (incase you are are not familiar with the term) is you come up with a solution for a problem and go with it, even if there is quite likely a better way of doing it. Once you have finished the problem, or even the program, you can then revisit your methodology, study it, and figure out where you can make changes to improve it.
This concept has always been hard for me to follow. In college I preferred to to write a paper once, print, and turn it in. Writing code can be thought of very similarly to writing a paper. Simply putting the pen to the pad and pushing out whats on your mind may work - but when you look back over it with a fresh pair of eyes you will, without question, see something you will wish you had done differently.

I just noticed you talked about reading through source trees of other people's projects. Reading other people's code is a wonderful idea, but you must read more selectively. A lot of open-source code is hard to read and not stuff you should emulate anyway. So avoid reading any code that hasn't been recommended by a programmer you respect.
Hint: Jon Bentley, Brian Kernighan, Rob Pike, and P. J. Plauger, who are all programmers I respect, have published a lot of code worth reading. In books.

The only way to learn how to program is to write more code. Reading books is great, but writing / fixing code is the best way to learn. You can't learn anything without doing.

You might also want to look at this book, How to Design Programs, for more of a perspective on design than details of syntax.

The only thing that I did that wasted weeks or months was worry about whether or not my designs were the best way to implement a particular solution. I know now that this is known as "premature optimization" and we all suffer from it to one degree or another. The right way to learn programming is to solve a problem, measure your solution to make sure it performs good enough, then move on to the next problem. After some time you'll have a pile of problems you've solved, but more importantly, you'll know a programming language.

There is excellent advice here, in other posts. Here are my thoughts:
1) Learn to type, the reasons are explained in this article by Steve Yegge. It will help more than you can imagine.
2) Reading code is generally considered a hard task. So, it is better to get an open source project, compile it, and start changing it and learn that way, rather than reading and trying to understand.

I can understand the situation you're in. Reading through books, even many will not make you programmer. What you need to do is START PROGRAMMING.
Actually programming is a lot like swimming in my opinion, even if you know only a little syntax and even lesser amount of coding techniques, start coding anyway. Make a small application, a home inventory, an expense catalog, a datesheet, a cd cataloger, anything you fancy.
The idea is to get into the nitty-gritties of it. Once you start programming you'll run into real-world problems and your problem solving skills will develop as you combat them. That's how you become a better programmer everyday.
So get into the thick of it, and swim right through... That's how you'll make it.
Good luck

I think this question will have wildly different answers for different people.
For myself, I tried C++ at one point (I was about ten and had already been programming for a while), with a click-and-drag UI builder. I think this was a mistake, and I should have gone straight to C and pointers and such. Because I'm just that kind of person.
In your case, it sounds like you want to be led down the right path by someone and feel a bit timid about jumping in and doing something by yourself. (You've read several books and now you're asking what not to do.)
I'll tell you how I learned: by doing plenty of fun, relatively short projects, steadily growing in difficulty. I began with QBasic (which I think is still a great learning tool) and it was there where I developed most of my programming skills. They have of course been expanded and refined since that time but I was already capable of good design back in those days.
The sorts of projects you could take on depend on your interests; if you're mathematically inclined you might want to try a prime number generator or projecting 3D points onto the screen; if you're interested in game design then you could try cloning pong (easy) or minesweeper (harder); or if you're more of a hacker you might want to make a simple chat program or file encryption software.
Work on these projects on your own, and don't worry about whether you're doing things the "right" way. As long as you get it to work, you've learned many things. Some time after you've completed a project you may want to revisit it and try to do it better, or just see how other people have done that sort of thing.
Given the way you seem to want to be led along, perhaps you should find yourself a mentor.

Do not learn how to use pointers and how to manually manage memory. You mentioned C, and I spent plenty of time trying to fix bugs that were caused by mixing *x and &x. This is evil...
Find some problem to solve, write or draw a sketch of an algorithm solving the problem, then try to write it. Either use Python (which is much more friendly for beginners) or use C with statically allocated memory only. And use books/tutorials. They offer multiple excercises with solutions, so you can compare yours with them and see other approaches.
Once you'll feel that you can actually write something simple, see some book/tutorial for Object Oriented Design. It's not the best the world has to offer, but it might turn out to be intuitive. If not, check the functional programming (like LISP, Scheme or Haskell languages), or programming in logic (like Prolog). Maybe those will suit you better.
Also - find some mate. A person you can talk to about coding, code maintenance and design. Such person is worth even more than a book.
To all C fans: The C language is great, really. It allows memory usage optimization to the extent impossible in high-level languages as Python or Ruby. The compiled code is also very fast, and is the only choice for RTOS, or modern 3D games engine. But this is not a good entry point for a beginner, that's what I believe.
Oh, and good luck to you! And don't be ashamed to ask! If you don't ask, the answer is much harder to find.

Assuming you have decent math skills try http://projecteuler.net/ It presents a series of problems to solve of increasing dificulty that should be solvible by writing short programs. This should give you experience in solving specific problems with out getting lost in the details of open source projects.

After basic language syntax, you need to learn design. Which is hard. This book may help.

I think you should stop thinking you've wasted time so far-- instead I think you're education is just incomplete, and you've taken a step you're not really ready for. It sounds like the books you've read are useful, you're learning the intricacies of the language. It sounds like you're just not accustomed to the tools you'd use then to package that code together so it runs.
Some books cover that focus on topics like language syntax, design patterns, algorithms and data structures will never mention the tools you need to actual apply that information. These books are great but if its all you've touched I think it would explain your situation.
What development environment are you using? If you're developing for windows you really should be proficient with creating projects, adding code, running and debugging in Visual Studio. You can download Visual Studio Express for free from Microsoft.
I recommend looking for tutorial like books that actually step you through the UI of development environment you are using. Look for actual screenshots with dropdown menus. Look at what the tutorials walk you through, and if its something you don't know how to do consider buying that book. Preferably it will have code you can copy'n'paste in, not code you write yourself.
I personally don't like these books as I can anticipate how to do new things in VS based on how I'd do other things. But if you're training is incomplete from a tools-usage perspective this could move you in the right direction.
It is probably harder to find these types of tutorial books for Python or C development. There is an overabundance of them for .Net development though.

As someone who has only been working as a programmer for 6 months, I might not be the best person to help you get going, but since it wasn't that long ago when I knew next to nothing, its quite fresh in my mind.
When I started my current job programming wasn't going to be part of my job description but when the opportunity came up to do some programming on the side, I couldn't pass it up.
I spent about 1 month doing tutorials on About.com's Delphi section. As much as people diss about.com, Zarko Gajic's tutorials were simple to understand and easy to follow. Once I had a basic knack of the language and the IDE, I jumped straight into a project exporting accounting data for a program called "Adept". Took me a while but I got there...
The biggest help for me was taking on a personal project. I developed an IRC bot in Java for a crappy 2D game called Soldat. I learnt a lot by planning out and coding my own project.
Now I'm pretty comfortable with Delphi Pascal, SQL, C# and Java. I think, once you get the hang of one OOP language, you can learn the syntax of another language, and it gets a lot easier to catch on.

Perhaps start with a small existing project, and find some thing within it that handles some core part of what it does - then with a debugger, step through it and follow what it's doing from the point where you ask it to do that thing for you.
This helps you in a number of ways. You start to better grasp all of the various things that are touched by the code as it attempts to complete its request. Also, you learn invaluable debugging techniques which it seems like far too many developers lack - while you can often eventually discover what is wrong either with repeated printf() (or equivalent) calls, if you can debug you can solve issues an order of magnitude faster.
I have found that conceptually, a great mental model for understanding programming in the abstract is a pattern of data flow. When a user manipulates data, how is it altered by a program for digestion and storage? How is it transformed to re-present to the user in a form that makes sense to them? Fundamentally code is about transformation of data, and all code can be broken down into constructs of various sizes whose purpose is to alter data in one way or another, bugs forming around the mismatch between what the programmer was expecting from the data, how high level libraries the coder is using treat the data, and how the data actually arrives. Following code with a debugger helps you fully understand this transformation in action by observing changes as they occur.

Standard answer is to make something; picking an easy language to do it in is good, but not essential. It's more the working out stuff in your own head, fixing it because it won't work, that really teaches you. For me, this always happens when I try my eternal dream projects (games) which I never finish but always learn from.

I think the thing I would avoid is learning a language in isolated snippets that don't really hang together but just teach various facets of a particular language. As others have said, the really hard and important thing is to learn design. I think the best way to do this is through a tutorial that walks you through creating an actual application, teaching design along the way. That way you can learn why certain decisions are made and learn how to accomplish what's needed to implement the design choices.
For example, I found Agile Web Development with Rails to be a really easy way to learn Ruby on Rails, much better than simply reading a Ruby manual or even poking my way around scattered web tutorials.

Another thing that I would avoid is developing code in isolation, that is, not having people look at it as I go along. Getting feedback from a mentor will help keep you on the right track with respect to the choices you are making and the correct use of language idioms.

Find a problem in your life or something you do that you just feel could be more efficient and write a small solution to it. It might just be a single script but you will gain much more confidence in your abilities when you start to see useful results of your work. You will also be more motivated to finish it as you are interested in using the solution. Start simple and small and then gradually move up to bigger projects.
And as your working on a small project, focus on building everything with quality. I think this is lost on some programmers who feel that their software is more impressive if it contains a ton of features but usually those features aren't well done or usable. If you focus on building quality solutions to real problems you'll be a fantastic programmer.
Good luck!

Work on projects/problems that you already know how to solve partially

You should read Mike clark's article : How I Learned Ruby. Essentially, he used the test framework for Ruby to exercise different elemnents of the languages.
I used this technique to learn python and it was very, very helpful. Not only did i learn the language, but I was very proficient in the test framework for Python at the end of the excercise. Once you have the basics you can start reading code and then working on building some larger project.

Related

What human learning techniques can be applied to improve code layout?

Is it possible to use the results of studies made into human learning in order to identify how code might be laid out to improve comprehension?
Code layout wars almost always end up defending consistency and the prevailing style, but could there be ways of laying out code that are provably better than others?
What is Code Layout to you?
On one hand there are these evil things called coding conventions, which place everyone in a corset. I loathe these and I believe we're far behind schedule to eliminate them. We can parse code and I do not understand, why our IDEs still display code based on the very textual format it is stored in. What's so hard in allowing each user set up his layout prefences and the IDE displays all source code accordingly? Most IDEs offer some kind of auto-format option, yet you often cannot customize how it works.
However, a far more interesting approach is whether our current point of view on source code is suitable for learning at all. Projects like Code Bubbles are pioneering a new way there. And then of course, we have model-based approaches which are often more accessible from a learner's point of view.
I'm afraid there is no definite answer to this question. In fact, if you can write down a detailed answer for it, don't forget to claim a PhD for it ;)
Could there be ways of laying out code that are provably better than others?
Yes. This problem was studied extensively in the 1980s. You could read all about it :-)
A good university library should have Human Factors and Typography for More Readable Programs by Ronald M. Baecker and Aaron Marcus, published by Addison-Wesley in 1990.
I think this comes down to personal preference. I prefer to have very little shorthand in my codes, I think it's the best way for me to comprehend what's going on inside my codes without having to remember which order shorthand works in, maybe my memory is bad.
Possibly it would be a good idea to use such studies say on a class of students learning to make codes the same way, but everyone develops their own way of coding after time. There are already "provably better ways" as laid out by the best practice suggestions for each language.
Interesting question.
The biggest problem for me with understanding code is not code layout (however code should be formatted consistently) but following execution order. In complex OO source code it is hard to see the complete code involved in execution.
I think that IDE functions can help a lot for code understanding. For me (as a java developer) tools like the Call Hierarchy view in Eclipse and Mylyn are very useful.
An interesting (new) way of understanding code is shown in the Code Bubbles Project.
I expect more steps in these directions in the future.
I think teaching programming may have given me some skill in this area, because to get ideas across to students you have to keep things small, simple, and introducing only one concept at a time.
However, as one of my colleagues used to say to his students:
Teaching is my job.
Learning is yours.
As that applies to programming, I think it is the programmer's responsibility to write the code so as to educate others as to what he/she is trying to accomplish, but there is no code that will be clear to readers who do not put in effort.

To be a lazy developer or not to be a lazy developer? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
Am I a lazy developer?
Is it being lazy to use automated tools, such as code generators and such?
Now, I could, if I had to, create all the data layers and entities I needed, but I choose to use CodeSmith to generate my datalayers and entities.
I also use Resharper and I would say it fights with MSDeploy as to which gets installed first after Visual Studio.
Again if I had to, I could code without it, but prefer not to.
Both these tools from my point of view are no brainers as they improve output massively.
But is this lazy?
I'm sure there are purists out there that would say everything should be wirtten by you so you know what everything is doing, but if you can read through the code and see what is happening is that ok?
So am I being lazy or am I just using all the cards in my hand?
In programmers, laziness is a virtue, so don't worry.
It's only lazy if you use a tool to produce code and use it as-is without verifying that the code meets your needs and abides by your standards.
You don'nt need to reinvent the wheel n times, this is done often enough. Briefly I'd state that using tools like the ones you mentioned (within reason) is absolutely no problem...
For you? No, you're not being lazy.
For the guy that doesn't understand what code generators are doing and how they do it? Yes, it's being lazy.
That's the important distinction: You have to know what you gain and know what you're missing by using a code generator. If you don't, it's only a matter of time before you come across a case where you have to be able to produce those classes and not know how.
Both these tools from my point of view are no brainers as they improve output massively.
This means you're not being lazy, you are using the appropriate tools to enable you to concentrate on the important aspects of the job.
It's not being lazy - it's being smart. There's nothing wrong with using every tool at your disposal...as long as it makes you more productive. Using tools for the sake of using tools is a bad idea.
However, if you don't know what your tool is doing under the hood, you should learn about it so if you don't have the tool available for some reason, you can get the job done.
I think that's the wrong question. Laziness is a virtue. I've seen too many programmers who do things the hard way rather than sitting back and thinking for a few minutes to come up with an easier way. I've had so many times that I've said to a junior programmer something to the effect of, "Yes, I respect your diligence in working through lunch and staying late to write the code to do X, but if you'd taken a few minutes to check the documentation you might have seen that there is already a function in the library that does that". Or similar stories.
I'm not familiar with the specific tools you describe, but to me, the question always is, Does this tool actually save me any work? I've tried plenty of "code generators" that basically just create code stubs. So gee, thanks, you wrote the "function x(int, float)", now all I have to to is fill in the actual parameter names and write the code. What did that save me? I've also seen plenty of code generators that write really awful code. So now I have to try to add the "custom" code to this jumbled mess. Wouldn't it have been easier to just write the whole thing cleanly the first time? I've seen plenty of productivity tools where I found it takes me more time to set up the parameters to run the tool than I actually saved by using it. (Like the old joke that it's been proven that jogging regularly really does make you live longer: for every 60 minutes you spend jogging, it adds 30 minutes to your life.) Some tools may produce code or data structures or whatever that is difficult to maintain, so you save an hour today but it costs you ten hours in maintenance over the life of the project. Etc.
My conclusion isn't that you shouldn't use productivity tools, but rather that you should make sure they really are increasing your productivity, and not just giving an illusion of doing so. If in your case you find these tools really do help you, then using them is not "cheating", it's simply smart.
As everyone else already pointed out there's nothing wrong in your use of code generators.
Still I can see downsides and reasons to avoid it in certain particular sitations.
choice of language. Sometimes the very same fact you need a code generator to get your coding started could imply you're using the wrong language for the task. Most times language cannot really be chosen, so code generators remain the best way to go.
code redundancy. Depending on the actual generators used, generated code could be redundant, if this happens and generation happens once, isn't automated, and generated code goes into the main repository maintenance problems could arise in the long run. Not really a problem with code generation itself, but with the way it should and should not be used.
adding development platforms requirements. We have to concede many programmmers out there work on bread-toasters doubling as PCs. It's really a bad, (and sad) reality of cheap business practices meeting sharp minds. (sharp minds go to waste in the process) It could become a concern if our project (which could have a port in store for the future, and in an external facility either) needs an hefty, ram hogging, not enough cross platform, IDE handy to compile every little modification.
So, no definitive answer on code generating lazyness and programmming: it depends. Then again, using the wrong tools for the job is bad for your health, (and business) so... don't.
You're using all the cards in your hand. Why reinvent the wheel when there are tools available to make your job easier. Bear in mind these tools DON'T do your job, they only assist.
What you create is down to you, so using the tools is not lazy... it's just intelligent.
I'd say you're more efficient rather than lazy.
Programming is primarily a thinking exercise not a typing one. So long as you understand what the tools are doing you're shifting the balance away from typing to thinking. Doing more of what your job is about? Doesn't sound like lazy to me!
I'm sure there are purists out there that would say everything should be wirtten by you so you know what everything is doing
This might have been a viable point of view during the early days of programming. But nowadays, this is simply not feasible (or even preferable). After all, you've already obscured a certain level of understanding just by using a high-level language.
That said, I've found it to be a great learning exercise to write some of these things by hand occasionally. Not only do you get to learn more, but they teach you how helpful these tools really are (or aren't). Note that I'd only do this on a personal project though. I wouldn't do this for any project someone was paying me for (unless I were working for a masochist or something).
Ask yourself why there are so many ORM and other code-generation tools around. I'd say go for it with the proviso that you leave it maintainable for the next guy/gal.
Programming is about being lazy, about automating repetitive tasks. If you can't do that inside your language, using code generators and similar things is a useful workaround.
It depends on what you're writing, of course. I am suprised nobody's brought this up. If you're writing device drivers, operating systems, protocols, or server software (web servers, tcp driven servers, etc), you should probably do it by hand.
But with what I do and probably what a lot of us do is implement business processes in code for web pages or web services. And in those areas, if you can improve on your code with code generators, go for it.
Yes you are being a lazy developer, be honest to yourself, if you take the time to do it the hard way you can call yourself less lazy than you are now.
The point is, being lazy isn't inefficient at all.
Lazy people take time to look at the problems from different direction before acting upon it, this avoids unnecessary errors which saves you valuable time.
So you're being lazy, but that's ok. People don't hire hyperactive coders that make 10 applications each day but leave a trail of bugs on their path. bug-fixing costs time, time is money.
conclusion:
Laziness = profit
Go for it.
I think the best developers are also the laziest. Basically, all you're doing should be focused on getting the end result with the least amount of work. This often provides the best result and also avoids developers from being distracted by fun things to include in a project. A lazy developer would e.g. never add an easter egg to his code, simply because this would be more code, which could introduce more bugs that need to be fixed later on. Adding code is bad, since you'd also add more bugs that you need to resolve later. Still, you will need to add code, else you won't get paid. So, as a lazy developer you would of course choose for the most optimized code, the best-tested code which would almost never fail and you'd work in a way that the chance of errors is reduced to a minimum.
Do keep in mind that lazy developers should focus on avoiding work in the future, not on avoiding work right now! So stop reading here and get back to work! ;-)
Laziness is a trait that most good programmers have. Unless they work for Adobe, in which case they are often lazy in a bad way.

What are some good strategies to fix bugs as code becomes more complex?

I'm "just" a hobbyist programmer, but I find that as my programs get longer and longer the bugs get more annoying--and harder to track. Just when everything seems to be running smoothly, some new problem will appear, seemingly spontaneously. It may take me a long time to figure out what caused the problem. Other times I'll add a line of code, and it'll break something in another unit. This can get kind of frustrating if I thought everything was working well.
Is this common to everyone, or is it more of a newbie kind of thing? I hear about "unit testing," "design frameworks," and various other concepts that sound like they would decrease bugginess, make my apps "robust," and everything easy to understand at a glance :)
So, how big a deal are bugs to people with professional training?
Thanks -- Al C.
The problem of "make a fix, cause a problem elsewhere" is very well known, and is indeed one of the primary motivations behind unit testing.
The idea is that if you write exhaustive tests for each small part of your system independently, and run them on the entire system every time you make a change anywhere, you will see the problem immediately. The main benefit, however, is that in the process of building these tests you'll also be improving your code to have less dependencies.
The typical solution to these sort of problems is to reduce coupling; make different parts less dependent on one another. More experienced developers sometimes have habits or design skills to build systems in this manner. For example, we use interfaces and implementations rather than classes; we use model-view-controller for user interfaces, etc. In addition, we can use tools that help further reduce dependencies, like "Dependency injection" and aspect oriented programming.
All programmers make mistakes. Good and experienced programmers build their programs so that it is easier to find the mistakes and restrict their effects.
And it is a big deal for everyone. Most companies spend more time on maintenance than on writing new code.
Are you automating your tests? If you do not, you're signing up creating bugs without finding them.
Are you adding tests for bugs as you fix them? If you do not, you are signing up for creating the same bugs over and over.
Are you writing unit tests? If not, you are signing up for long debugging sessions when a test fails.
Are you writing your unit tests first? If not, your unit tests will be hard to write when your units are tightly coupled.
Are you refactoring mercilessly? If not, every edit will become more difficult and more likely to introduce bugs. (But make sure you have good tests, first.)
When you fix a bug, are you fixing the entire class? Don't just fix the bug; don't just fix similar bugs throughout your code; change the game so you can never create that kind of bug again.
Bugs are a big deal to everyone. I've always found that the more I program, the more I learn about programming in general. I cringe at the code I wrote a few years back!! I started out as a hobbyist and liked it so much that I went to engineering college to get a Computer Science Engineering major (I am in my final semester). These are the things that I have learned :
I take time to actually design what I am going to write and document the design. It really eliminates a lot of problems down the line. Whether the design is as simple as writing down a few points on what I am going to write or full blown UML modeling (:( ) doesn't matter. Its the clarity of thought and purpose and having material to look back at when I come back to the code after a while that matter the most.
No matter what language I write in, keeping my code simple and readable is important. I think that it is extremely important not to over complicate the code and at the same time not to over simplify it. (Hard learned lesson!!)
Efficiency optimizations and fancy tricks should be applied at the end, only when necessary and only if they are needed. Another thing is that I apply them only If I really know what I am doing and I always test my code!
Learning language dependant details helps me keep my code bug free. For instance I learned that scanf() is evil in C!
Others have already commented on the zen of writing tests. I would like to add that you should always do regression tests. (i.e. Write new code, test all parts of your code to see if it breaks)
Keeping a mental picture of code is hard at times, so I always document my code.
I use methods to make sure that there is a bare minimum dependence between different parts of my code. Interfaces, class hierarchies etc. (Decoupled design)
Thinking before I code and being disciplined in whatever I write is another crucial skill. I know people who don't format their code so its readable (Shudder!).
Reading other peoples source to learn best practices is good. Making my own list is better!. When working in a team, there must be a common set of them.
Don't be paralyzed by analysis. Write tests, then code, then execute and test. Rinse wash repeat!
Learning to read over my own code and combing it for mistakes is important. Improving my arsenal of debugging skills was a great investment. I keep them sharp by helping my classmates fix bugs regularly.
When there is a bug in my code, I assume its my mistake, not the computers and work from there. That is a state of mind that really helps me.
A fresh pair of eyes aids in debugging. Programmers tend to miss even the most obvious errors in their own code when exhausted. Having someone to show your code to is great.
having someone to throw ideas at and not be judged is important. I talk to my mom (who is not a programmer) , throw ideas at her and find solutions. She helps me bounce my ideas back and forth and refine them. If she is unavailable, I talk to my pet cat.
I am not so be discouraged by bugs anymore. I've learned to love removing bugs almost as much as programming.
Using version control has really helped me manage different ideas I get while coding. That helps reduce errors. I recommend using git or any other version control system you might like.
As Jay Bazzuzi said - Refactor code. I just added this point after reading his answer, to keep my list complete. All credit goes to him.
Try to write reusable code. Reuse code, both yours and from libraries. Using libraries which are bug free to do some common tasks really reduces bugs (sometimes).
I think the following quote says it best - "If debugging is the art of removing bugs, programming must be the art of putting them in."
No offense to anyone who disagrees. I hope this answer helps.
Note
As others Peter has pointed out, use Object Oriented Programming if you are writing a large amount of code. There is a limit to code length after which it becomes harder and harder to manage if written procedurally. I like procedural for smaller stuff, like playing with algorithms.
There are two ways to write error-free programs; only the third one works. ~Alan J. Perlis
The only way for errors to occur in a program is by being put there by the author. No other mechanisms are known. Programs can't acquire bugs by sitting around with other buggy programs. ~Harlan Mills
Obviously, bugs are a big deal to any programmer. Just look through the list of questions on Stack Overflow to see this illustrated.
The difference between a hobbyist and an experienced professional is that the pro will be able to use his experience to code in a more "defensive" way, avoiding many types of bugs in the first place.
All the other answers are great. I'll add two things.
Source control is mandatory. I'm assuming you're on windows here. VisualSVN Server is free and maybe 4 clicks to install. TortoiseSVN is also free and it integrates into Windows Explorer, getting around the VS Express limitations of no add-ins. If you create too many bugs, you can revert your code and start over. Without source control, this is next to impossible. Plus you can sync your code if you have a laptop and a desktop.
People are going to recommend many techniques like unit testing, mocking, Inversion of Control, Test Driven Development, etc. These are great practices, but don't try to cram it all into your head too quickly. You have to write code to get better at writing code, so work these techniques slowly into your code writing. You have to crawl before you walk and walk before you can run.
Best of luck in your coding adventures!
This is a common newbie thing. As you get more experience, of course, you'll still have bugs, but they'll be easier to find and fix because you'll learn how to make your code more modular (so that changing one thing doesn't have ripple effects everywhere else), how to test it, and how to structure it to fail fast, close to the source of the problem, rather than in some arbitrary place. One very basic but useful thing that doesn't require complex infrastructure to implement is to check the inputs to all functions that have non-trivial precondtions with asserts. This has saved me several times in cases where I would have otherwise gotten weird segfaults and arbitrary behavior that would have been near impossible to debug.
If bugs weren't a problem then I'd be able to write a 100,000 line program in 10 minutes!
Your question is like, "As an amateur doctor, I worry about my patients' health: sometimes when I'm not careful enough, they sicken. Is patients' health a problem for you professional doctors too?"
Yes: it's the central problem, even the only problem (for any sufficiently all-inclusive definition of 'bug').
Bugs are common to everyone -- professional or not.
The larger and more distributed the project, the more careful one must be. One look at any open source bug database (ex: https://bugzilla.mozilla.org/ ) will confirm this for you.
The software industry has evolved various programming styles and standards, which when used right, make wrong code easier to spot or limited in its impact.
Therefore, training has a very positive on code quality... But at the end of the day, bugs still sneak through.
If you're just a hobbyist programmer, learning full bore TDD and OOP may involve more time than you're willing to put in. So, going on the assumption that you don't want to put in the time on them, a few easily digestible suggestions to cut down on bugs are:
Keep each function doing one thing. Be suspect of a function more than, say, 10 lines long. If you think you can break it into two functions, you probably should. Something that will help you control this is naming your functions according to exactly what they are doing. If you find that your names are long and unwieldy then you function is probably doing too many things.
Turn magic strings into constants. That is, instead of using:
people["mom"]
use instead
var mom = "mom";
people[mom]
Design your functions to either do something (command) or get something (query), but not both.
An extremely short and digestible take on OOP is here http://www.holub.com/publications/notes_and_slides/Everything.You.Know.is.Wrong.pdf. If you get this, you've got the gist of OOP and are quite frankly ahead of a lot of professional programmers.
The prevailing wisdom seems to be that the average programmer creates 12 bugs per 1000 lines of code - depends on who you ask for the exact number, but it's always per lines of code - so, the bigger the program, the more the bugs.
Subpar programmers tend to create way more bugs.
Newbies are often trapped by idiosyncrasies of the language, and lacking experience tends towards more bugs too. As you go on, you will get better, but never will you create bug-free code... well I still have bugs, even after 30 years, but that could be just me.
Nasty bugs happen to everyone from pros to hobbyists. Really good programmers get asked to track down really nasty bugs. It's part of the job. You'll know you've made it as a software developer when you stare at a nasty bug for two days and in frustration you shout, "Who wrote this crap!?!?" ... only to realize it was you. :-)
Part of the skill of a software developer is the ability to keep a large set of interrelated items straight in his/her head. It sounds like you're discovering what happens when your mental model of the system breaks down. With practice you will learn to design software that doesn't feel so brittle. There are tons of books, blogs, etc. out there on the subject of software design. And Stack Overflow of course for specific questions.
All that said, here's a couple of things you can do:
A good debugger is invaluable. Often you have to step through your code line by line to figure out what went wrong.
Use a garbage-collected language such as Python or Java if it makes sense for your project. GC will help you focus on making things work instead of getting bogged down by maddening memory errors.
If you write C++, learn to love RAII.
Write LOTS of code. Software is somewhat of an art form. Lots of practice will make you better at it.
Welcome to Stack Overflow!
What really changed my odds against code complexity and bugs was using a coding standart - how to place brackets an so on. It may seem like just boring and useless thing but it really unifies all the code and makes it much easier to read and maintain. So do you use a coding standart?
If you're not well organized, your codebase will become your very own Zebra Puzzle. Adding more code is like adding more people/animals/houses to your puzzle, and soon you have 150 various animals, people, houses and cigarette brands in your puzzle and you realize that it just took you a week to add 3 lines of code because everything is so inter-related that it takes forever to make sure the code still executes how you want it to.
The most popular organizational paradigm seems to be Object Oriented Programming, if you can break your logic down into small units which can be constructed and used independently of each other, then you will find bugs far less painful when they occur.

Minimum CompSci Knowledge Needed for Writing Desktop Apps

Having been a hobbyist programmer for 3 years (mainly Python and C) and never having written an application longer than 500 lines of code, I find myself faced with two choices :
(1) Learn the essentials of data structures and algorithm design so I can become a l33t computer scientist.
(2) Learn Qt, which would help me build projects I have been itching to build for a long time.
For learning (1), everyone seems to recommend reading CLRS. Unfortunately, reading CLRS would take me at least an year of study (or more, I'm not Peter Krumins). I also understand that to accomplish any moderately complex task using (2), I will need to understand at least the fundamentals of (1), which brings me to my question : assuming I use C++ as the programming language of choice, which parts of CLRS would give me sufficient knowledge of algorithms and data structures to work on large projects using (2)?
In other words, I need a list of theoretical CompSci topics absolutely essential for everyday application programming tasks. Also, I want to use CLRS as a handy reference, so I don't want to skip any material critical to understanding the later sections of the book.
Don't get me wrong here. Discrete math and the theoretical underpinnings of CompSci have been on my "TODO: URGENT" list for about 6 months now, but I just don't have enough time owing to college work. After a long time, I have 15 days off to do whatever the hell I like, and I want to spend these 15 days building applications I really want to build rather than sitting at my desk, pen and paper in hand, trying to write down the solution to a textbook problem.
(BTW, a less-math-more-code resource on algorithms will be highly appreciated. I'm just out of high school and my math is not at the level it should be.)
Thanks :)
This could be considered heresy, but the vast majority of application code does not require much understanding of algorithms and data structures. Most languages provide libraries which contain collection classes, searching and sorting algorithms, etc. You generally don't need to understand the theory behind how these work, just use them!
However, if you've never written anything longer than 500 lines, then there are a lot of things you DO need to learn, such as how to write your application's code so that it's flexible, maintainable, etc.
For a less-math, more code resource on algorithms than CLRS, check out Algorithms in a Nutshell. If you're going to be writing desktop applications, I don't consider CLRS to be required reading. If you're using C++ I think Sedgewick is a more appropriate choice.
Try some online comp sci courses. Berkeley has some, as does MIT. Software engineering radio is a great podcast also.
See these questions as well:
What are some good computer science resources for a blind programmer?
https://stackoverflow.com/questions/360542/plumber-programmers-vs-computer-scientists#360554
Heed the wisdom of Don and just do it. Can you define the features that you want your application to have? Can you break those features down into smaller tasks? Can you organize the code produced by those tasks into a coherent structure?
Of course you can. Identify any 'risky' areas (areas that you do not understand, e.g. something that requires more math than you know, or special algorithms you would have to research) and either find another solution, prototype a solution, or come back to SO and ask specific questions.
Moving from 500 loc to a real (eve if small) application it's not that easy.
As Don was pointing out, you'll need to learn a lot of things about code (flexibility, reuse, etc), you need to learn some very basic of configuration management as well (visual source safe, svn?)
But the main issue is that you need a way to don't be overwhelmed by your functiononalities/code pair. That it's not easy. What I can suggest you is to put in place something to 'automatically' test your code (even in a very basic way) via some regression tests. Otherwise it's going to be hard.
As you can see I think it's no related at all to data structure, algorithms or whatever.
Good luck and let us know
I must say that sitting down with a dry old textbook and reading it through is not the way to learn how to do anything effectively, even if you are making notes. Doing it is the best way to learn, using the textbooks as a reference. Indeed, using sites like this as a reference.
As for data structures - learn which one is good for whatever situation you envision: Sets (sorted and unsorted), Lists (ArrayList, LinkedList), Maps (HashMap, TreeMap). Complexity of doing basic operations - adding, removing, searching, sorting, etc. That will help you to select an appropriate library data structure to use in your application.
And also make sure you're reasonably warm with MVC - i.e., ensure your model is separate from your view (the QT front-end) as best as possible. Best would be to have the model and algorithms working on their own, and then put the GUI on top. Or a unit test on top. Etc...
Good luck!
It's like saying you want to move to France, so should you learn french from a book, and what are the essential words - or should you just go to France and find out which words you need to know from experience and from copying the locals.
Writing code is part of learning computer science. I was writing code long before I'd even heard of the term, and lots of people were writing code before the term was invented.
Besides, you say you're itching to write certain applications. That can't be taught, so just go ahead and do it. Some things you only learn by doing.
(The theoretical foundations will just give you a deeper understanding of what you wind up doing anyway, which will mainly be copying other people's approaches. The only caveat is that in some cases the theoretical stuff will tell you what's futile to attempt - e.g. if one of your itches is to solve an NP complete problem, you probably won't succeed :-)
I would say the practical aspects of coding are more important. In particular, source control is vital if you don't use that already. I like bzr as an easy to set up and use system, though GUI support isn't as mature as it could be.
I'd then move on to one or both of the classics about the craft of coding, namely
The Pragmatic Programmer
Code Complete 2
You could also check out the list of recommended books on Stack Overflow.

How do you prevent over complicated solutions or designs? [closed]

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Many times we find ourselves working on a problem, only to figure out the solution being created is far more complex than the problem requires. Are there controls, best practices, techniques, etc that help you control over complication in your workplace?
Getting someone new to look at it.
In my experience, designing for an overly general case tends to breed too much complexity.
Engineering culture encourages designs that make fewer assumptions about the environment; this is usually a good thing, but some people take it too far. For example, it might be nice if your car design doesn't assume a specific gravitational pull, nobody is actually going to drive your car on the moon, and if they did, it wouldn't work, because there is no oxygen to make the fuel burn.
The difficult part is that the guy who is developed the "works-on-any-planet" design is often regarded as clever, so you may have to work harder to argue that his design is too clever.
Understanding trade-offs, so you can make the decision between good assumptions and bad assumptions, will go a long way into avoiding a needlessly complicated design.
If its too hard to test, your design is too complicated. That's the first metric I use.
Here are some ideas to get design more simpler:
read some programming books and articles, and then apply them in your work and write code
read lots of code (good and bad) written by other people (like Open Source projects) and learn to see what works and what does not
build safety nets (unit tests) to enable experimentations with your code
use version control to enable rollback, if those experimentations take wrong turn
TDD (test driven development) and BDD (behaviour driven development)
change your attitude, ask how you can make it so, that "it simply works" (convention over configuration could help there; or ask how Apple would do it)
practice (like jazz players -- jam with code, try Code Kata)
write same code multiple times, with different languages and after some time has passed
learn new languages with new concepts (if you use static language, learn dynamic one; if you use procedural language, learn functional one; ...) [one language per year is about right]
ask someone to review you code and actively ask how you can make your code simpler and more elegant (and then make it)
get years under your belt by doing above things (time helps active mind)
I create a design etc., and then I look at it and try and remove (agressively) everything that doesn't seem to be needed. If it turns out I need it later when I am polishing the design I add it back in. I do this over several iterations, refining as I go along.
Read "Working Effectively With Legacy Code" by Michael C. Feathers.
The point is, if you have code that works, and you need to change the design, nothing works better than making your code unit testable, and breaking your code into smaller pieces.
Using Test Driven Development and following Robert C. Martin's Three Rules of TDD:
You are not allowed to write any production code unless it is to make a failing unit test pass.
You are not allowed to write any more of a unit test than is sufficient to fail; and compilation failures are failures.
You are not allowed to write any more production code than is sufficient to pass the one failing unit test.
In this way you are not likely to get much code that you don't need. You will always be focused on making one important thing work and won't ever get too far ahead of yourself in terms of complexity.
Test first may help here, but it is not suitable for all situation. And it's not a panacea anyway.
Start small is another great idea. Do you really need to stuff all 10 design patterns into this thing? Try first to do it "stupid way". Doesn't quite cut it? Okay, do it "slightly less stupid way". Etc.
Get it reviewed. As someone else wrote, two pairs of eyes are better. Even better are two brains. Your mate may just see a room for simplification, or a problematic area you thought was fine just because you spend many hours hacking it.
Use lean language. Languages such as Java, or sometimes C++ sometimes seem to encourage nasty, convoluted solutions. Simple things tend to span over multiple lines of code, and you just need to use 3 external libraries and a big framework to manage it all. Consider using Python, Ruby, etc. - if not for your project, then for some private use. It can change your mindset to favor simplicity, and to be assured that simplicity is possible.
Reduce the amount of data you're working with by serialising the task into a series of smaller tasks. Most people can only hold half a dozen (plus or minus) conditions in their head while coding, so make that the unit of implementation. Design for all the tasks you need to accomplish, but then ruthlessly hack the design so that you never have to play with more than half a dozen paths though the module.
This follows from Bendazo's post - simplify until it becomes easy.
It is inevitable once you have been a programmer that this will happen. If you seriously have unestimated the effort or hit a problem where your solution just doesn't work then stop coding and get talking to your project manager. I always like to take the solutions with me to the meeting, problem is A, you can do x which will take 3 days or we can try y which will take 6 days. Don't make the choice yourself.
Talk to other programmers every step of the way. The more eyes there are on the design, the more likely an overcomplicated aspect is revealed early, before it becomes too ossified in the codebase.
Constantly ask yourself how you will use whatever you are currently working on. If the answer is that you're not sure, stop to rethink what you're doing.
I've found it useful to jot down thoughts about how to potentially simplify something I'm currently working on. That way, once I actually have it working, it's easier to go back and refactor or redo as necessary instead of messing with something that's not even functional yet.
This is a delicate balancing act: on the one hand you don't want something that takes too long to design and implement, on the other hand you don't want a hack that isn't complicated enough to deal with next week's problem, or even worse requires rewriting to adapt.
A couple of techniques I find helpful:
If something seems more complex than you would like then never sit down to implement it as soon as you have finished thinking about it. Find something else to do for the rest of the day. Numerous times I end up thinking of a different solution to an early part of the problem that removes a lot of the complexity later on.
In a similar vein have someone else you can bounce ideas off. Make sure you can explain to them why the complexity is justified!
If you are adding complexity because you think it will be justified in the future then try to establish when in the future you will use it. If you can't (realistically) imagine needing the complexity for a year or three then it probably isn't justifiable to pay for it now.
I ask my customers why they need some feature. I try and get to the bottom of their request and identify the problem they are experiencing. This often lends itself to a simpler solution than I (or they) would think of.
Of course, if you know your clients' work habits and what problems they have to tackle, you can understand their problems much better from the get-go. And if you "know them" know them, then you understand their speech better. So, develop a close working relationship with your users. It's step zero of engineering.
Take time to name the concepts of the system well, and find names that are related, this makes the system more familiar. Don't be hesitant to rename concepts, the better the connection to the world you know, the better your brain can work with it.
Ask for opinions from people who get their kicks from clean, simple solutions.
Only implement concepts needed by the current project (a desire for future proofing or generic systems make your design bloated).

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